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Simultaneous Trait research (yes/no)

Drexz
Drexz
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Currently it's not possible to research 2 traits on similar items, at the same time. For example. If you have 2 flame staffs, each with a different trait you will see 2 researchable traits under that staff when you go to the research tab. However, the game mechanics do not currently allow you to research both at the same time (granted you have the skill to research more then 1 at a time).

While I'm sure there are arguments in support of this, I for one think there is no reason why it shouldn't be possible. They can add another skill for it and I would spend the points. Sometimes I only have 2 items and I can only research 1 of them because of this limitation. So I end up loosing a day or more with an idle research slot.

What do other crafters think? Should they put this on the roadmap or not?
  • Decalin
    Decalin
    Soul Shriven
    So long as it sticks to doubling the research time as if the first one researching was completed if you start a second on the same item, I wouldn't have a problem with it.

    Personally don't think I would spend points on it though, given there are only 8 to research per item, I would rather spread my research over various other items so I can get set bonuses which require more traits known. I have gone looking and bought items just to research as my timers were up, and I am trying to get a good spread rather than getting to many on one item (As I was doing to start with before really thinking about it).

    EDIT: Because the way I typed this the first time made no sense at all :P
    Edited by Decalin on April 18, 2014 4:10PM
  • Demli
    Demli
    I thought this same thing last night, until a friend gave me a scenario where it could be bad and I had an ahhhhh moment.

    If a group of friends or guild mates each focus on 1 piece of gear, they can get all the traits for 1 piece much quicker, each make several of that piece and trade amongst themselves so they can have nice set gear quicker than if you have to spread your research out.

    Only way to prevent this would be to queue the next trait and the timer doesn't start until the first one finishes, but then that defeats the purpose altogether, and I don't think a queue will ever be added for research. They want you to login to start research jobs.
  • Tieberion
    Tieberion
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    I'm taking my time and finding every area/quest and just enjoying the game world. This gives me lots of time traveling between quests to snag resources, but decided on Woodworker, blacksmithing, and enchanting.
  • Drexz
    Drexz
    ✭✭
    Demli wrote: »
    I thought this same thing last night, until a friend gave me a scenario where it could be bad and I had an ahhhhh moment.

    If a group of friends or guild mates each focus on 1 piece of gear, they can get all the traits for 1 piece much quicker, each make several of that piece and trade amongst themselves so they can have nice set gear quicker than if you have to spread your research out.

    Only way to prevent this would be to queue the next trait and the timer doesn't start until the first one finishes, but then that defeats the purpose altogether, and I don't think a queue will ever be added for research. They want you to login to start research jobs.

    Interesting thought. However, you can do that today. That scenario does not require my suggestion to be possible. :) Also, that's not something people would necessarily do. Some people in that example might research a trait that no one cares about, so they would still need to research more.

    Here's another thought with relation to how immersive the game is. Let's say you wanted to learn how to build a car engine. Would you study the engine of 2 different car models, or perhaps multiple engine parts from the same car types? While you might use 2 different cars at times for comparison, you would definitely stick to the latter to learn everything you can about that engine. So why not apply the same logic to a game where immersion is important and even in a fantasy world we look for realistic qualities to help us enjoy the experience that much more?
  • LadyInTheWater
    LadyInTheWater
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    It's nice seeing an idea pop up on the crafting boards that isn't terrible! And this is a lot more refreshing than all the spam about bags and inventory.

    I don't think this is a "bad" thing.

    I only see one real downside to it, and it's really more of a selfish downside.

    This would be a great thing for people who are adventurers first and foremost, who just use crafting on the side. But for people like me, crafting is sort of my "end game". The quicker I cap out my training, the quicker I'm "done".

    So, like I said, I don't think it's a bad idea. But personally (and this is a very selfish opinion) it would basically take away my "end-game" or "Time Sink" that I was looking forward to.

    It would also (and this is also a selfish opinion) allow the part-time crafters to speed up their skills. And I'm sort of relying on the non-crafters' impatience and lack of attention, so that crafting will be a viable source of income for me in the future. It's not a perfect plan, but it is what it is.

    So, yeah. Mixed feelings, lol.
    The moment you call someone stupid, or try to display your opinion as "fact", you lose all credibility.
  • Woogawoman
    Woogawoman
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    I can't see any way to to do this that doesn't negate the "research time doubles with each successive trait" requirement (and that's a mechanic I support so that end game crafting continues to have value).
    • If you just make the second item take twice as long, but start at the same time, you are really only taking the same amount of net time for both. (In other words - trait A takes 2 hours, trait B takes 4 hours. If they both start at the same time, the total amount of time passing will be 4 hours, not six.
    • If you make the second item take twice as long PLUS the time for the first one, you are basically just getting to queue the item ahead of time, but the total amount of research time is the same. (In other words - trait A takes 2 hours, trait B if started at the same time now takes 6 hours.)
    Aetherium Oblivion Alliance - 40+ Mature Gamers Guild (NA)
  • Glurin
    Glurin
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    Queuing them up wouldn't be too bad except that you've basically shot yourself in the foot where the research passive is concerned. For example, you can research two items at a time. If the second dagger trait is queued behind another such that the first takes 2 hours and the second takes 6 hours, what happens to that 2 hours axe trait you were researching? Both your research slots are full with one of them taking 2 hours longer than it normally would.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
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